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Project Name: Corridors working title

Research Question: The Atmosphere of lighting within the horror genre.


Medium: Game (3D)
BAAD ideas: Gaming Development Team
With the collaborative power of Benjamin Ding and myself, we have created the
newly formed Indie game development team entitled BAADideas. The name of
organization derives from both the initials of the two founders as well as the initial
concept to produce games with discomforting experiences.
Playing this game was a BAAD idea
Founders: Armani Alofa, Benjamin Ding
The initial idea we thrived off for the project, Corridors, was to develop a
game thats ultimately uncomfortable for players to play.

Corridors is an immersive 3D horror maze game based on the 1971 visual text Johnny got his gun, an adaption of
the novel authored by Dalton Trumbo . The initial idea of Corridors was to create an audio focused environment
that provokes terror, paranoia and discomfort to the audience. Players are forced to use their ability to listen over
their instinct to follow what their eyes see.

The game Corridors Features:

3D Sound
Limited Visuals
Motion Capture
Puzzles
Suggestive terror

Further:

Motion-capture: ensures realistic and believable character movement


3D Sound: Sets the overall atmosphere
Unity3D: we used the application unity3d to code and develop the game
Cinema 4D: used to 3d model the map and level
Problems that occurred:

Translating motion-capture data from motion builder to unity3d

Preview:
Previs - https://www.youtube.com/watch?v=rSJZbjGn3UY
Story and Gameplay:

Dreamscape
Is a game based off a Film/Novel entitled Johnny got his gun
Corridors is a horror based game set in a pitch dark hallway filled with the unknown. The game is aimed to
push players to solely use their instincts to try escape the hallway as they are hunted by creatures you will
never see coming.
Sound design, Randomized Level, Minimal Visuals, One point lighting.

Game Flow:

As the player moves through the level he/she will find abandoned objects such as batteries, torches, the
characters own glasses etc to help them escape the room.
The players main objective is to reach the end of the hallway where a dimmed light is showing.
As the Game progresses the light will get brighter.

Character(s) and Controls

Player
Enemies
VR Point of View
WASD - movement / Shift - Sprint

Main Gameplay Concepts and Platform Specific Features

Dimmed / dark visuals - Can just make out objects


Player must listen out for sounds (auditory clues)
Level Randomizes after each death

Camera Focus / Trying to focus your eye sight


Abandoned Objects
Key
Swipe cards
Phones, voice recorders
Timer (heart-rate monitor?)
Cutscenes

Looking at your arms and legs - Opening Scene


Based off Johnny got his gun
End Scene
Doors closing (in-game/dreamscape)
Wakes up on hospital bed
Cardiac monitor, etc (face covered, no arms, legs)
Kiwi Jam Game Developers Meet-up (Feedback)
Too Dark
Increase movement speed
Great sound effects
Almost impossible to play without the mini-map
Mini-map is distracting
Gripping Atmosphere
Mini-map makes the game too easy
Needs more in-game events
Restrict / limit / punish the use of the mini-map
More incentives to push through the game
Need motivation to escape

Learning outcome:

During the NZ Game Developers Meet-up, my team mate


Benjamin and I held a playtesting booth for fellow game
enthusiast to test out our project Corridors.
The above comments were left from players after playing our game. The given feedback has highlighted key points
that need to be taken into consideration when producing the final build of this game, originally our aim was to create
discomfort to players without heavily focusing on a narrative, however after consulting numerous play-testers it has
become evident that a narrative or backstory is needed to both inform the player on whats happen and what to do
aswell as giving them an incentive to want to complete the game.

The following elements will be added as a result of revaluating the games play value.

Punishments / restrictions to players who use the mini-map / stay idle


Addition of enemies within the game, we will be sticking to the concept of suggestive threats as much as
we can.
Suggestive Threat: creating a figure / event / action that suggests there's a threat progressively
approaching in a violent manner. Our aim is to have next to no jump scares
Dynamic maze or Sudden character manipulations to distort players sense of space
June 7th - Playable Prototype Due
October 20th - Final Hand in

Asset Creation
3D Work
o 3D Models - Human
o Animation
o Objects
o Level Design / Model
Sound Design
o Music/Soundtrack
o Sounds Effects/Foley
o Hallway - Echo

Unity/Coding
Character Controller
o Movements
Walk
Hide - Mocap (details below)
Pick-up - Mocap (details below)

Build
Shared
Changes log

Motion Capture (Wednesday 29 March)

Shot List - Full Body Mocap

Walking - 1. Act like walking in the dark (blndfold/closed eyes?)


2. Regular walk at different speeds (slow/hurried)
3. Against a wall

Hide - 1. Crouch under something e.g. table. (can use objects, such as chairs, to assist)

Pick-up - 1.Waist height-ish (can pick something up from table or chair)


2. Pick something up from the ground

Shot List - Hand Mocap

Pick-up - Same as above (+small objects (keys, etc), larger objects(phone, dictaphone, other
handheld tools etc.) )

Unlock Door - 1. Key


2. Swipe card

Cover face - as if frightened, etc.

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